Thursday, December 7, 2017

Lux Tenebris: Lukus Swann

LUKUS SWANN, L8 Human Noble Mastermind

STR 15 (+2)
DEX 10 (+0)
CON 13 (+1)
INT 10 (+0)
WIS 16 (+3)
CHA 16 (+3)
HP 51
AC 11 (Leather armor)

Traits:
Languages: Celestial, Common, Dwarvish, Elvish, Orcish, Thieves’ Cant

Proficiencies:+3
Armor: Light
Weapons: Simple, Hand x-bows, Longswords, Rapiers, Shortswords
Tools: Cards, Chess set, Disguise kit, Forgery kit, Thieves’ tools
Saves: Dexterity +6, Intelligence +3,
Skills: Deception +6, History +6, Insight +9, Perception +9, Persuasion +9, Stealth +3

Feats:
Position of Privilege
* * *
Expertise
Cunning Action
Roguish Archetype: Mastermind
- Master of Intrigue
- Master of Tactics
Uncanny Dodge
Evasion

Equipment:
Rapier. Melee; +5 to hit; deals 1d8 +2 piercing; Finesse.
Shortsword. Melee; +5 to hit; deals 1d6 +2 piercing; Finesse, Light.
Daggers (2). Melee +5 to hit; deals 1d4 +2 piercing; Finesse, Light, Thrown (20/60 ft).
Leather armor. Light. AC 11 + Dex Mod.
A set of fine clothes, a signet ring, a scroll of pedigree, an explorer’s pack, thieves’ tools, a purse with 25g.


Lukus Swann is the current Regent of Fallen Baramir. A slim, silver-haired human man, Swann is the last living member of his family.  He has been Regent for thirteen years and is one of the more competent leaders the city has had in recent memory. Swann has heard the prophecy of Baramir’s Heir appearing, but until it happens, the Regent will continue to guide his city as best he can through these turbulent times.

Wednesday, December 6, 2017

Lux Tenebris: Fallen Baramir

            A thousand years ago, in the shadow of the Southern Greytooth Mountains, a hero-king called Baramir fought a demon-prince known as the Unnamed.  Baramir and his companions defeated the Unnamed and his army, but at a cost. Baramir fell.
            As Baramir lay dying, a miracle occurred. A tree of purest gold erupted from the earth where his blood had spilt.  Upon a branch of this tree, Baramir placed his crown and said, “Let my crown hang there until the true king claims it. And should a false king lay claim to it, let him find only death.”
            The golden tree still stands today, and upon a branch hangs a simple, circlet of steel known as Baramir’s Crown, still waiting for the true king to claim it. It is unguarded and more than one man has been foolish enough to claim it as his own.  All came to regret that choice, as all of these false kings came to grisly ends.
            Today, the city known as Fallen Baramir is ruled, not by a king, but by a Regent. The position is not hereditary, but is earned by luck and fate. At the death, or abdication, of the old Regent a lottery is held, overseen by priests of Cyric, God of Truth. Anyone may enter their name in this lottery, but there can be only one winner. The losers must pay for their hubris with their lives; they are hung by the neck until they are dead.  For this reason, the folk of Fallen Baramir often say, “Noble ambitions have a high price.”
            Although Fallen Baramir has stood for a thousand years, established by the surviving companions of the hero-king, the area it occupies has been inhabited for almost four thousand years.  Indeed, Fallen Baramir is the eldest of the northern cities and has often been referred to as the Gateway to the North.  Five hundred years ago, its reputation grew even greater with the establishment of the Adamantine Archive. Since then, Fallen Baramir has expanded and embraced the Archive, even as it remains a separate and independent state within the city’s boundaries.
            Sadly, despite its long and storied past, today Fallen Baramir is not considered a major power in the region.  It is best known as a waypoint for trade with the south and a destination for sages, historians and researchers.  Adventurers sometimes pass through the city, but they seldom stay long; there are no great threats in the area requiring their services. Between the resources of the city, the Adamantine Archive and the Greytooth Dwarves, the region is well-guarded and quite placid.  Monsters and bandits that wander close to Fallen Baramir meet a quick and violent end.
            The Regents of Fallen Baramir, perhaps influenced by the example of the Adamantine Archive, have striven to remain neutral in the region. Their strategy has kept the city safe, but has also allowed Swordhold and Mountgate to surpass it in influence and wealth.
            During the Draconic Invasion, the city was considered of lesser importance than its neighbors. Draconic Legions were dispatched to the city, but with orders to secure the Adamantine Archive. Their efforts were futile and the Legions were decimated by the Archive’s defenses. The few survivors fled to the east, seeking to return to newly-claimed imperial territories around Shrike and Calhorne.
            Since the end of the Invasion, Fallen Baramir has seen an influx of immigrants and refugees from the south and east. Many have moved on, fleeing further north, but some have settled in the Gateway to the North.  It is widely speculated that if the North is to march upon the Draconic territories, the military forces will pass through Fallen Baramir. For the first time in a century, mercenary companies and adventurers have a presence in the city. They are not entirely welcome.
            Of greater interest to the locals is a rumored prophecy that Baramir’s Heir will appear, to claim the crown and occupy the Waiting Throne. Whether this is true or not, a palpable nervous energy now fills the normally placid streets and districts of Fallen Baramir.
            Perhaps Fallen Baramir will regain its fame and influence? Perhaps the Gateway to the North will rise to golden glory again?
            Only time will tell.

Tuesday, November 28, 2017

Lux Tenebris: Mazz Wyrmhearth

MAZZ WYRMHEARTH, L12 Hill Dwarf Paladin of Halab, God of Mercies

STR     18 (+4)
DEX    11 (+0)
CON   10 (+0)
INT     10 (+0)
WIS     10 (+0)
CHA   16 (+3)
HP       88
AC      18 (Chain Mail & Shield)

Traits:
Speed: 25 ft
Darkvision
Dwarven Resilience
Stonecunning
Dwarven Toughness
Languages: Common, Dwarven, Primordial, Undercommon

Proficiencies:+4
Armor: All armor, Shields
Weapons: Simple, Martial
Tools: Mason’s tools
Saves: Wisdom +4, Charisma +7
Skills: Insight +4, Medicine +4, Persuasion +7, Religion +4

Feats:
Shelter of the Faithful
* * *
Divine Sense
Lay on Hands
Fighting Style: Protection
Divine Smite
Divine Health
Sacred Oath: Oath of Ancients
- Oath Spells
- Channel Divinity: Nature’s Wrath & Turn the Faithless
- Aura of Warding
Extra Attack
Aura of Protection
Aura of Courage
Improved Divine Smite

Spellcasting:
Number of Spells: 10
Spell DC: 16
Atk Mod: +8
L1(4): ensnaring strike, speak w/animals,cure wounds, divine favor, shield of faith, thunderous smite
L2(3): moonbeam, misty step, lesser restoration, magic weapon, protection from poison
L3(3): plant growth, protection from energy, blinding smite, remove curse, revivify

Equipment:
Warhammer. Melee; +8 to hit; deals 1d8 +4 bludgeoning; Versatile (1d10).
Dagger. Melee; +8 to hit; deals 1d4 +4 piercing; Finesse, Light, Thrown (20/60 ft).
Chain mail. Heavy armor. AC 16; Min STR 13; Disadvantage on Stealth
Shield. AC +2.
An explorer’s pack, a holy symbol, a prayer book, 5 sticks of incense, vestments, a set of common clothes, a belt pouch w/15g.

Mazz Wyrmhearth grew up in the dwarven community of Rhymestone, near the Greytooth Mountains. A scrawny, sickly child, Mazz had little in common with his boisterous family. So when he expressed an interest in becoming a temple accolyte, his parents supported the decision. They were less pleased when they realized the deity their boy was drawn to was Halab, the God of Mercies. Nevertheless, Mazz went off to Fallen Baramir, to serve in a temple of Halab with his parents’ support, if not exactly their blessings.
Kindhearted and patient, Mazz did well in the temple. He was well-liked by the priests, the other acolytes and the folk who came looking for aid. In his second year at the temple, Mazz was chosen to assist one of the priests on his rounds of the nearby villages.  Outside of Fallen Baramir, the pair were set upon by bandits. Without hesitation, Mazz threw himself in front of the priest and took a swordblow that should have killed him. Instead, the bandit’s sword shattered and Mazz found himself serving Halab as a paladin.
For a time, Mazz remained at the temple, but then felt compelled to travel. He stunned his family when he appeared in Rhymestone, and soon fell in with a party of adventurers that included Erielle Greenthorne and the youth who would one day become King Esten of Swordhold.
When Erielle and Esten married, Mazz felt compelled to settle near Swordhold. He was there when their son, Prince Berret, was born and the boy came to view Mazz as a beloved uncle.
When the Draconic Invasion began and the Legions laid siege to Swordhold, it was Mazz that Esten and Erielle entrusted with their son’s safety. Escorting Prince Berret along the treacherous Feywild Path to Moonhome.  He remained in Moonhome to safeguard the young prince and when Berret announced his intention to return to Swordhold, Mazz agreed to accompany him.
The journey back to Swordhold was long and during it Mazz saw Berret tempered by experience and loss. When they finally reached Swordhold, Mazz and Berret were both deeply saddened to learn of King Esten’s passing. 
Since then, Mazz has stood at King Berret’s side, offering wise council when asked and a strong shoulder to lean on when needed.  Recently, King Berret asked Mazz to return to Fallen Baramir as a royal ambassador, to strengthen trade and diplomatic relations with the city.  Mazz has accepted the duty with some trepidation.  He has sensed a darkening within the spirit of King Berret and would prefer to remain close to him, but he has given the King of Swordhold his oath and he will keep it to the best of his ability.
Nevertheless, Mazz worries that Berret may be starting down a treacherous path, seeking revenge for his father’s death. 

Friday, November 24, 2017

Lux Tenebris: Erielle Greenthorne

ERIELLE GREENTHORN, L13 Wood Elf Bard

STR 13 (+1)
DEX 14 (+2)
CON 14 (+2)
INT 13 (+1)
WIS 12 (+1)
CHA 20 (+5)
HP 94
AC 13 (Leather armor)

Traits:
Darkvision
Fey Ancestry
Trance
Fleet of Foot (35 ft)
Mask of the Wild
Languages: Common, Dwarvish, Elvish, Sylvan

Proficiencies: +5
Armor: Light
Weapons: Longsword, Shortsword, Shortbow, Longbow, Simple wpns, Hand x-bows, Rapiers
Tools: Lute, Harp, Pipe
Saves: Dexterity +7, Charisma +10
Skills: Acrobatics +12, Arcana +6, Athletics +6, History +6, Insight +6, Medicine +6, Perception +11, Performance +15, Persuasion +15

Feats:
Researcher
* * *
Bardic Inspiration (d10/5x)
Jack of All Trades
Song of Rest (1d10)
Bard College: College of Lore
- Bonus Proficiencies
- Cutting Words
- Additional Magical Secrets
Expertise
Font of Inspiration
Countercharm
Magical Secrets

Spellcasting:
Spells Known: 16
Spell DC: 18
Atk Mod: +10
At-Will(4): Dancing lights, Friends, Vicious mockery, True strike
L1(4): Charm person, Detect magic, Cure wounds
L2(3): Blindness/Deafness, Invisibility, Pass without Trace
L3(3): Dispel magic, Leomund's tiny hut, Stinking cloud
L4(3): Freedom of Movement, Greater invisibility, Polymorph
L5(2): Geas, Greater restoration
L6(1): Otto's Irresistable Dance, Eyebite
L7(1): Regenerate, Prismatic spray

Equipment:
Shortsword. Melee. +7 to hit; deals 1d6 +2 piercing; Finesse, Light.
Dagger. Melee. +7 to hit; deals 1d4 +2 piercing; Finesse, Light, Thrown (20/60 ft.)
Leather armor. Light armor. AC 11 + Dex Mod.
A diplomat's pack, a lute, a bottle of black ink, a quill, a small knife, a letter from a dead colleague, posing a question you have not been able to answer, a set of common clothes, a belt pouch w/10gp.

Erielle Greenthorne was born in Swordhold. Her mother was an artisan and her father was a merchant. Both of her parents died during the Succession Riots and afterwards young Erielle was sent to live with her grandmother in Fallen Baramir. Erielle's grandmother was a scholar, working at the Adamantine Archive. Although she loved her granddaughter dearly she had little time to devote to the child and so Erielle learned to be independent and amuse herself. This led her to apprentice with a local bard named Ulden Nix. Erielle soon surpassed her master and eventually struck out on her own. Returning to Swordhold, she fell in with a group of adventurers and began to make a name for herself. During one of these adventures, Erielle met the dwarf paladin, Mazz Wyrmhearth and a mysterious young fighter named Estan. Eventually, Erielle learned that Estan was Prince Estan, heir to the throne of Swordhold.  
Esten and Erielle fell in love and married, despite Erielle's grandmother advising her not to, because humans lived such short lives. Nevertheless, Erielle married Esten and the two were very happy prior to the Draconic Invasion and the Seigne of Swordhold. When her husband was killed in battle, Erielle ruled Swordhold as Regent until her son, Berret, was old enough to assume the throne. 
It was Erielle who sent Berret away, to Moonhome, accompanied by her old companion, Mazz Wyrmheart.  In his absence, she held the city against the Draconic Legions, until things became dire. At that point, Queen Erielle treated with Warheart Greyscale to peacefully surrender the city. The warheart was magnanimous in his victory and spared the city's denizens. He and Queen Erielle met frequently to converse and rumors abounded that the queen had charmed the paladin. When the Legions were ordered to raise the city, the warheart allowed the city's residents to exit the city walls before he put Swordhold to the torch. He then withdrew with his army to the east, to Calhorne.
Eventually, Prince Berret returned to Swordhold and claimed his father's crown. His mother gratefully handed over power and went into a brief perior of formal morning for her slain husband. Soon, however, she was asked by the new king to travel to Goldsun and renew diplomatic relations with that elven nation.
Queen Erielle now serves as Swordhold's formal ambassador to Goldsun. Although she recognizes the necessity of her work, she would rather be at her son's side in the city she loves.


Thursday, November 23, 2017

Lux Tenebris: King Berret

BERRET, KING OF SWORDHOLD - L11 Half-Elf Noble Paladin
STR 17 (+3)
DEX 14 (+2)
CON 11 (+0)
INT 11 (+0)
WIS 14 (+2)
CHA 20 (+5)
HP 64
AC 18

Traits:
Darkvision
Fey Ancestry
Languages: Common, Elvish, Dwarvish, Halfling

Proficiencies: +4
Armor: All armor, Shields
Weapons: Simple, Martial
Tools: Chess set
Saves: Wisdom +6, Charisma +9
Skills: Athletics +7, History +4, Insight +6, Intimidation +9, Persuasion +9, Religion +4

Feats:
Retainers
* * *
Divine Sense
Lay on Hands
Fighting Style: Protection
Divine Smite
Divine Health
Sacred Oath: Oath of Devotion
- Channel Divinity: Sacred Weapon or Turn the Unholy
- Aura of Devotion
Extra Attack
Aura of Protection
Aura of Courage
Improved Divine Smite

Spellcasting:
No. of Spells: 10
Spell DC: 17
Atk Mod: +9
L1(4): protection from good & evil, sanctuary, detect evil & good, searing smite, thunderous smite, wrathful smite
L2(3): lesser restoration, zone of truth, branding smite, magic weapon
L3(3): beacon of hope, dispel magic, crusader's mantle, daylight, remove curse, revivify

Equipment:
Longsword; melee; +7 to hit; deals 1d8 +3 slashing; Versatile (1d10)
Javelins (5); melee; +7 to hit; deals 1d6 +3 piercing; thrown (30/120 ft)
Chain mail; heavy armor; AC 16, Min ST 13, Disadvantage Stealth
Shield; AC +2
A holy symbol, an explorer's pack, a set of fine clothes, a signet ring, a scroll of pedigree, a purse w/25g.

Berret Estanson is the current king of Stormhold.  He grew up in the city following the Mad Decade, as Stormhold sought to recover from the depredations inflicted upon it by the abolethic monstrosity, Y'vern.  His closest companion was the dwarf paladin, Mazz Wyrmhearth. When the Draconic Empire laid seige to Stormhold, Prince Berret was smuggled out of the city, via the Feywild Path, to the elvish city of Moonhome in the far north.  There, Berret's safety and education was entrusted to the Temple of Cyric.  When word reached Moonhome that Stormhold had fallen, Prince Berret insisted on returning to his homeland.  Accompanied by Wyrmhearth, the young prince traveled overland, batteling both monsters and invaders. He arrived at Stormhold as the Draconic legions were withdrawing.  Although shattered by the death of his father, King Estan, the young prince gravely accepted the crown of Stormhold. 
Although a young king, Berret has already earned his people's love and admiration. He has focused his efforts on rebuilding the city, feeding its people and fortifying their defenses. Berret has dispatched his mother to Goldsun as an ambassador, seeking whatever assistance the elven nation can provide. He has sent Mazz Wyrmhearth to Fallen Baramir on a similar mission.
Although King Berret longs for peace, for his people and his kingdom, in his heart, a righteous anger is growing. He knows that, eventually, the westlands must unite and march on the Draconic invaders at Calhorne.  When that happens, the young king plans to be at the head of the army and has begun a deep and thorough study of Imperial tactics and strategies.